Agents
of the Silver Masks
An 'add on' adventure module by Emma R.
for the 'Tales of Gor' role-playing game.
Overview
This isn't a stand alone adventure
module as such, and so it isn't really written to be played on its
own without a lot of work (and without losing a lot of the context).
To use it you will really need a copy of the 'Tales of Gor' scenario,
'The Silver Cult' (you can read my review of it here: The Silver Cult review
). 'Agents of the Silver Masks' plugs a gap in the main module in
Scene Three (Degradation and Diplomacy) where the player characters
are captured by the Silver Mask conspiracy and they face being thrown
into the silver mines in chains.
One of the options in that scene is
that it is possible for the player characters to throw in their lot
with the Silver Mask conspirators, either genuinely, or as a ruse in
order to then overthrow them at a later date. This scenario therefore
offers you an alternative story path that can be used if the
characters do choose to go down that route, for whatever reason.
Bearing in mind the nature of the
'Tales of Gor' game, it is most likely that player characters would
fake enthusiasm for the women's cause and simply pretend to join the
Silver Masks in order to buy themselves time and to avoid the
alternative of being slaves in the mines. But it is I suppose
possible that the player characters may genuinely suddenly decide
that what Gor needs is a cruel Matriarchy taking over and subjugating
the natural order of Gor. Stranger things have been known to
happen...
The approach to take depends very much
on whether the player characters are genuine in their offer to side
with the Silver Masks or if they're simply faking. If in doubt, there
is no harm in the GM asking them out of character. The GM after all
is telling a story, and is not in competition with the players.
Option One: It's all a deceitful
ruse!
But of course! Your heroes are Gorean
after all, and they're hardly likely to side with a conspiracy of
women trying to subvert the way things should be, are they? Going
down this route, it should be obvious that the players will try to
escape the conspiracy the first chance they get, and so in order to
make the scenario work you will play Spartacrix as being naturally
suspicious of their enthusiasm for her cause. Her suspicion however
is tempered with the unavoidable fact that she does have an actual
need for them.
This means that when she despatches
them on a vital mission where they can prove their loyalty to the
cause, she will keep one of the party behind as a 'guest'. The
implication is clear. If they do not return, then their friend will
soon be Sleen feed. The characters now have a reason to carry on
their deception rather than simply bolt and run the first chance they
get, at least until they can figure out how to save their friend.
Role-play groups often meet with one of
the players absent due to other commitments, and so it is simple
enough to state that the absent player character is the one kept
behind by Spartacrix. Alternatively if your games are so good that no
one ever misses a single session, the answer will be for one of the
players to temporarily run an NPC supplied by the GM. The nature of
the NPC I leave up to you, but the best choice would probably be
another man who has opted to apparently serve the Silver Mask women
instead of being thrown into the silver mines to work and die, and
whose sword brother possibly remains behind at the estate in order to
ensure his loyalty. One of the archetype character templates from the
main rule book can easily be used as a temporary NPC character sheet.
Option Two: Actually, isn't it about
time women did rule Gor?
Really? Really?? Well, okay. After
you've maybe shown the players how vicious these Silver Mask women
can be, if they do still truly believe they will build a new Utopia,
then you can have Spartacrix absolutely convinced of their genuine
enthusiasm for the cause, in which case there is no need for a
hostage and all the player characters can take part in what comes
next.
Act One: Heroes for the Cause!
The first thing to stress is that
Spartacrix is not going to take any chances until the characters are
off on their great adventure, leaving a hostage behind. The initial
conversation, briefing and any questions asked/answered will all be
conducted under the watchful eye of a number of women carrying loaded
crossbows.
“My apologies for the implied
threat those crossbows offer,” says Spartacrix, “but I find the
prospect of sudden and quite final death to be an excellent deterrent
to foolish and impulsive acts.”
The characters will be offered a rather
tasty ka-la-na, which does suggest that a vicious Matriarchy would at
least have decent wine cellars, and then Spartacrix will get down to
business. She introduces the party to the Lady Reena. The Lady Reena
will be travelling with them, partly to make an assessment of their
capabilities and loyalty to the cause, and partly because she has a
mission to make contact with 'sympathetic parties' in the city of
Tharna who will be of assistance to the women.
Unfortunately, Tharna being what it is
right now, Lady Reena is reluctant to travel there on her own.
“The situation in the city these
days is quite intolerable,” she will say with a haughty sniff.
“Where once a Free Woman could walk proudly, the women of Tharna
are now forced to endure humiliating and demeaning conditions that
make even the worst cities of Gor seem pleasant in comparison.”
She is of course referring to the fact
that virtually all women in Tharna are now treated as slaves. This
makes it problematical for her, or any other member of the conspiracy
to turn up at the city gates on their own.
“I need to meet a contact within
the city walls and receive valuable papers that will aid our worthy
cause. But sadly...” her voice quavers a touch as she considers
what she has to do, “within the walls of Tharna I will have to
appear to be a common Kajira to blend in with the other women there,
and so I will need to travel with men who know of my deception and
can guide me to the place of my meeting.”
In other words, the Lady Reena expects
the characters to get her to Tharna safely, and once there, she will
don the tunic and collar of a Kajira, playing a role within the city
walls, and rely on them to keep her safe and chaste.
She obviously doesn't look too happy
about the mission, and it's certainly true (if anyone enquires) that
the Lady Reena quite literally drew the short straw in deciding who
would do this. Every other Silver Mask woman is secretly relieved
that she doesn't have to go instead.
If anyone enquires further, they might
learn that the Lady Reena is 'white silk', though that would be a
very delicate question to ask under the present circumstances.
The Lady Reena states rather haughtily
that she will be in charge throughout the mission of course.
“Do not think that once I dress
myself in the demeaning tunic of a slave-girl, that my status has
changed a jot. While it is true I will not be able to command you in
public, I will expect you all to take note of any subtle signals of
discomfort I may show, and act accordingly. I will expect you all to
strive hard to ensure I am not humiliated in any way.”
Should the player characters only be
pretending to side with the Silver Mask women, then it is possible
they may be looking forward to escorting the proud Lady Reena into
the city in the guise of a slave-girl...
It goes without saying that any female
members of the character group will probably have to dress in a slave
tunic and collar to enter Tharna as well.
Act Two: The Journey to Tharna
It soon becomes apparent what an
insufferable bitch the Lady Reena is. From the moment the party set
out on their journey, she does nothing but complain the whole time.
The characters are either walking too fast, or they're walking too
slowly. They're not making camp when she wants them to, or they're
asking too many insufferable questions, like when does she want them
to make camp?
She will expect them to prepare camp
and do all the cooking. It will come as no surprise that she is a
very fussy eater, and whatever they prepare is unlikely to impress
her.
She will be especially aloof towards
another Free Woman in the party, seeing her as something of a rival,
and will practise a kind of passive aggressive form of conversation
with her, pretending to say nice things, but always ensuring the nice
things have double meanings and actually come across as veiled
slights on her character.
If the party includes any slave-girls
(either player characters or NPCs) she will be horrible towards them,
calling them sluts, and she will be deeply offended by any open
displays of sexuality.
Play this scene a bit for laughs for as
long as it works.
Lady Reena carries with her a small
satchel containing a slave tunic and a collar (with a key). At some
point before they group reaches the gates of Tharna she will have to
change into these things, but obviously she wishes to put this off
for as long as possible. What becomes apparent is that she grows
increasingly anxious the closer the group gets to Tharna, and with
good reason.
The random encounter table on page 7 of
'The Silver Cult' can be used for short role-play scenes during the
journey, or you can use my upcoming Gorean encounter table which I'll
publish on the Emma of Gor website shortly! (plug, plug).
Lady Reena's ordeal:
At some point the Lady Reena is going
to have to get into character. Despite her reluctance to do so, it is
quite possible that certain player characters may urge her to do so
'sooner rather than later', for “it takes a while to get into and
perfect a role, Lady, and you must be note perfect by the time we
reach Tharna.”
If the characters wish her to step into
the role of slave-girl sooner rather than later, let them role-play
arguments for her to do so. In the tradition of the Gor books, allow
comically ludicrous arguments to be extremely convincing.
At some point however, she will have to
swap her robes of concealment for a slave tunic and collar, no matter
what. She will of course do this in a secluded spot, with the
characters looking the other way. When they next see her she will be
breathtakingly beautiful in a short slave tunic.
One might almost suggest she is slave
beautiful...
From that point on the GM should turn
to the appendix rules in the back of the Silver Cult module that
cover 'Slave Breaking' and begin the process of dice rolls for each
subsequent indignity that the haughty Lady Reena has to endure, for
gradually the experience may begin to affect her.
Make a point of rolling first when she
has to change into the tunic and collar (she will elect to place the
collar around her own neck, but if a player character wishes to do
that for her, let him make a suitable skill roll – there are plenty
to choose from – Confidence, Charisma, Charm, Convince etc). If a
player character locks the collar about her throat, instead of her
doing it herself, that is an extra dice check on the slave breaking
system.
Gradually as her willpower/resistance
erodes, the haughty Lady Reena will become less sure of herself, and
more susceptible to being influenced by skill checks from player
characters with the skills Intimidation or Slave Handling (plus
others at the GM's discretion).
Obviously if the player characters
convince her to don the slave tunic sooner rather than later, then
there is more time for her willpower to gradually erode.
The Silver Cult module lists many
things that might provoke a slave break test in a Free Woman on page
32.
Act Three: The Gates of Tharna
By now the Lady Reena will be playing
the role of a slave-girl, and she will be fuming inside at every
indignity she has to endure until she can meet her contact.
And blaming the player characters for
everything that happens to her.
Feel free to play this for laughs and
have random encounters occur at the gates and as the party travel
into the city.
Lady Reena will expect the player
characters to do their utmost to help her avoid these encounters, and
if they fail (deliberately or otherwise) she will go into a complete
rage with them at the first opportunity when they are in private.
“You made me eat slave gruel! How
dare you make me eat slave gruel! This is intolerable!”
However, the more her willpower reduces
from her ordeals, the less assertive she will be. Make it clear to
the players the effect each successive fail is having on her. If the
characters are only pretending to be going along with this mission,
then hint to them that if and when Lady Reena 'breaks' they will have
a powerful psychological advantage over her that will prove useful.
The following three encounters are
suggested, but the GM should feel free to create others:
1) At the gates the guardsmen state
that a beautiful slave-girl was recently stolen from a neighbouring
villa and they have orders to check each girl who is brought into the
city for an easily identifiable birthmark on her body. They wish to
rudely handle and possibly strip Lady Reena to ensure she isn't
stolen property. This would definitely count towards a slave break
test.
2) Inside Tharna a group of wealthy and
idle men are rather taken by the beautiful, long legged Lady Reena
and they approach and offer the group a generous sum of money for her
use. It's unlikely that the group would go so far as to say yes (if
so, then that's a definite slave break test) but while the offers are
being made, one of the young men rather arrogantly places his hands
on Lady Reena, and assesses her intimately, which aside from anything
else is something of a breach of protocol amongst strangers and the
rules regarding personal property. If any of the characters are
warriors they would probably deem this as an insult akin to someone
walking up and test driving your car without your permission.
3) There are still a few Free Women in
Tharna (though they are very, very rare), and one of them is in the
street (with guards) when Lady Reena accidentally jostles her. The
Free Woman is quite naturally outraged and slaps Lady Reena, thinking
her a slave. She will (in a very loud voice) insist that Reena's
owner whips the clumsy girl. This attracts a lot of attention.
Ordinarily a slave would be whipped for such an infraction, but the
characters may be reluctant to do so. This could be a problem,
because to not whip the slave would seem so unusual that the
characters may then come to the attention of the guardsmen who then
take an interest in them. Choosing to whip/beat Lady Reena (no matter
how lightly) would count towards a slave break test.
Act Four: The Prancing Sleen
It turns out that the meeting place is
a paga tavern in Tharna called The Prancing Sleen sometime after
nightfall. It also turns out that the lovely Lady Reena didn't
actually know it was a paga tavern until the group makes enquiries
where it is located.
“I thought it was a respectable
cafe!” she will say in dismay as she sees the disreputable venue
for the very first time.
Getting the Lady Reena in to the paga
tavern is simple enough, as she is obviously a slave girl.
All she knows is that contact is to be
made by a member of the party asking the owner (a man called Publius)
the following question:
“Do you serve Bazi tea here?”
(something no one is ever likely to say by accident in a paga
tavern).
He will respond, “No, but we do
have some excellent teas from Schendi.”
To which the character replies, “but
not as excellent as the ones from Anango.”
Provided the exchange takes place
(which it will if the characters talk to Publius) then they will be
offered the use of a private side room in which to 'partake of their
tea'. There they will be given the set of papers in a sealed packet.
Before they can do any of this however,
the long suffering Lady Reena has a further indignity to endure in
her role as a slave girl in Tharna.
A sign in the entrance to the tavern
when they arrive, states quite clearly that 'all privately owned
Kajira must be chained to iron rings set into the east wall.' A
moment's enquiry will reveal a row of iron rings with corresponding
collar chains. Two bored looking slave-girls are currently leashed
there by their collar rings and are discussing the relative virility
of their Masters in intimate detail.
Lady Reena will of course be horrified
at the prospect of being chained to a slave ring with the other
Kajirae, and will as usual try to give off subtle signals that this
mustn't happen (subtle signals that by now the player characters may
be pretending to not notice). And of course if Lady Reena is chained
to the slave rings, that counts as another slave break check.
“Please don't leave me here...
please don't leave me here...” are the words the characters will
hear as the other two highly competitive slave girls turn their
attention on the new arrival now kneeling beside them.
After the code signs are exchanged,
Publius will tell the characters to wait half an hour in the tavern
while he sends for a man called 'Cernus.' He will offer the
characters paga on the house, and of course the paga slaves working
in his establishment come complimentary with the drinks. There are
pleasure alcoves lining the tavern that the player characters may
make use of if they so wish.
Doing so refreshes them and puts them
in such an excellent frame of mind for the upcoming ordeals, that any
character making use of a paga slave in one of the alcoves receives a
+1 pip bonus (see page 33 of the Silver Cult). If any character doing
so happens to have the 'Pleasure' skill, then a successful dice roll
means he is still in there, having lost track of the time, when
Publius comes to inform the group that 'Cernus' is waiting for them
in the private side room. If the character breaks off early to attend
the meeting, he loses the potential +1 pip. Alternatively he can
simply tell everyone to wait until he is finished...
Act Five: 'Cernus'
The private room is poorly lit, that is
to say, hardly lit at all, when the characters are led quietly
inside. As well as the door that the characters pass through, the
room has a second door that opens out into a side alley. That door is
bolted from the inside. Publius knows nothing of what is going on,
except that he has been paid a goodly sum of money to allow his
tavern to be used for this meeting. This means that any questioning
of Publius before or after the meeting will get little in the way of
information.
Cernus sits cross-legged in shadow at a
low table, and he motions for the characters to do the same. He wears
a hood so his face cannot be seen.
What happens next is purely
misdirection. The real Cernus is dead, and this man is only here to
identify the characters. The half an hour delay has simply been
arranged to allow time for armed men with sullen expressions to skulk
outside the tavern with the intention of killing the player
characters when they eventually leave. To this end, 'Cernus' says
very little, but provides a sealed packet of papers in waterproof oil
skin, as he is expected to do, with the instructions,
“Conceal these papers about your
person, and do not open them until you are somewhere safe. I wish you
wind and steel.”
In actual fact the papers are random
notes of gibberish and nothing of any importance, but the player
characters won't know this until they slit the packet open.
It is always possible that the
characters may not trust 'Cernus' (though they have no reason to feel
that way). If they suddenly threaten or attack him, he will draw
steel, throw open the bolt on the side door and shout for his men to
come to his aid. The armed men in the next act will take three combat
rounds to reach 'Cernus'. If Cernus is killed before the end of the
third round, a player character can make a suitable speed check to
slam the bolt shut, though they will still have the problem of
getting out of the tavern without facing the men in the street. But
all of this is quite unlikely, in which case the attack will occur
shortly after they leave the tavern.
The Lady Reena is in quite a state by
the time the players characters return to the east wall to claim her
and free her from the collar ring.
“That was beyond horrible! The
slave girls were bullies! They said I was least among them! They
pulled my hair and made me call them Mistress! Never leave me like
that again!” she wails.
Act Six: Steel Blades in the Night
A number of unsavoury men with grim
demeanours and sharp edged short swords await the characters as they
leave the Prancing Sleen paga tavern. It is likely that the
characters will be distracted at first by the fresh complaints being
directed at them by the aggrieved Lady Reena.
“This is intolerable! I feel it is
probably well overdue for me to give you a frank assessment of your
performance to date, which I must say has been sorely lacking as far
as protecting my dignity is concerned! To begin with...”
She will then go on to list in detail
all the indignities she has suffered since she swapped her robes of
concealment for a collar and slave tunic. By now it may be an
impressive list, and by now the characters may be growing tired of
her constant complaints.
Assuming the characters are paying
attention to her, you can safely assume they are distracted enough to
be taken by surprise when the ruffians show themselves.
You, the GM know that these ruffians,
and the man who was pretending to be Cernus (Theteles by name), are
members of a special unit of Tharna Guardsmen who operate covertly to
root out subversion within the city. They recently caught wind of
Cernus's activities as an agent of the Kurii and learnt that he would
be passing on highly confidential papers to a Silver Mask conspiracy.
Sadly Cernus died on the torture racks before he could divulge the
location of the precious papers, due to the actions of an over
zealous torturer. They did learn however the location of the meet and
the code words that would be given. All they had to do was wait for
someone from the conspiracy to turn up.
You essentially want to stage manage
this fight so that the characters have a tough battle, but come out
on top. Take advantage of the fact the streets are dark and therefore
it’s difficult for the characters to really know how many men are
out there. Let the attackers come in waves as necessary to keep the
fight going for many rounds, perhaps turning the fight into a running
street battle through narrow alleyways and side passages. Begin with
a number of attackers equal to the player characters plus one, and
then if they’re having too easy a time of it, add a few more from
the shadows.
You don’t want to kill the
characters, but you want to make them sweat.
The Lady Reena will scream as soon as
the attack begins. Generally speaking she will be a liability in the
fight, getting in the way, being seized by an attacker, that sort of
thing. If a player character is having a particularly easy time of
it, due perhaps to really good dice rolls, feel free to frustrate him
by having a hysterical Lady Reena suddenly grab his sword arm,
screaming, “save me!” at an opportune moment that will make
things a bit more difficult.
The players should eventually be able
to escape, running blindly into the back streets of Tharna, taking
advantage of the darkness to avoid the attackers, and leaving
multiple bodies behind them as they go. If they are the kind of
people who simply stand their ground and fight until all the enemy
are dead, hint that it’s not clear how many attackers are actually
out there, and that this gradual attrition is likely to be bad for
them in the long run if they don’t beat a fighting retreat.
By the time the characters manage to
catch their breath, they have no idea where they are, except that
it’s in the more run down area of Tharna.
As for the Lady Reena, she is
breathless, wide eyed, and feeling very out of her depth now. The
characters will notice that in the scuffle the front of her slave
tunic was ripped open by one of the men, from the neckline to almost
her waist. She is now holding the skimpy garment together with both
hands. From this point on she will be extremely reluctant to do
anything that requires the use of her hands, for to do so would be to
reveal her breasts.
The Package
It is likely that the player characters
may now decide to check the contents of the oil skin package that is
the prize they came for. When they do so, they will discover the
contents amount to nothing more than wads of gibberish stuffed
together to bulk out the packet. If they are in doubt that the papers
are worthless, have Lady Reena confirm it, as you don’t want the
players to go down a wild goose chase thinking it’s some overly
elaborate code that they have to decipher.
If the players choose to question Lady
Reena for what she knows, her responses will depend on her current
state of will from all the break tests she’s been making. If by
some fluke she remains strong willed, she will refuse to tell them
anything about the papers except that she must have them.
“You overstep your selves!
Remember who is in charge here!”
If on the other hand her experiences
have greatly eroded her will power, and a man in particular speaks to
her in a commanding voice, then she will tell the party that the
papers are the names and addresses of all the high ranking members of
the (male) Tharna council (of various castes) with enough blackmail
evidence to mean they could be manipulated by her colleagues.
She will also inform the characters
that from what she saw, they were attacked by members of the covert
city guard, which means the authorities in Tharna must know that they
are looking for the papers.
The players may ask Reena about
‘Cernus’ – which is the lead to the next act. If they don’t,
have Reena ask who it was they spoke to, and when they mention his
name, she will recognise it. Either way, this is what she knows about
Cernus.
“He must be our contact. I was
never entrusted with his name, but I know of him. Between you and I
he is a boorish individual, vulgar and prone to demeaning remarks
pertaining to Free Women, but he has aided us in the past for he
serves strange Masters who also desire the overthrow of the status
quo.”
Without realising it she is referring
to the shadowy Enemy of Gor – the agents of the Kurii, of whom
Cernus was one.
“But of course!” she adds. “If
anyone could compile such valuable information for our use, it would
be Cernus. Perhaps if we go to his place of residence, we may find
the true papers that we seek. It is uncommon knowledge that Cernus
keeps his most precious papers in a secret panel in his study, behind
a painting of a great Tarn in flight. If we might gain entrance to
his house, one of you might be able to steal into his study while we
keep the residents there occupied and steal the precious papers…”
Act Seven: The House of Cernus.
“This is awkward,” says the Lady
Reena as she gazes at the front of the House of Cernus. “I had no
idea he was a slaver…”
For indeed the House of Cernus is a
small scale slave business dealing in the cheaper end of the slave
market.
Normally it wouldn’t be open at this
late hour, but as chance would have it, lights are on and there is a
sign outside proclaiming ‘Midnight slave assessments! Have you
grown tired of your Kajira? Are you considering trading her in for a
new girl? Why not bring her along for a Free Assessment with no
obligation, and see what she is worth? Complimentary buffet and
ka-la-na provided gratis.”
There are already a few Masters in
there, visible through the windows, having their slave-girls
professionally assessed by experienced slavers.
“You are not seriously
considering…” says the Lady Reena as no doubt the characters are
thinking just that. “No! I forbid it! There has to be another way!”
Assuming the players don’t think of
another ruse to enter the building (or they can think of another
ruse, but prefer this one) then they have the opportunity of taking
the Lady Reena in to be assessed by one of Cernus’s staff as an
excellent excuse for them to be inside the house. The protests form
Lady Reena will be considerable. How the players react to those
frantic protests is up to them.
The slave assessment doesn’t
necessarily have to be role-played. You can gloss over it with just a
few generalised descriptions. The main role-play will be the
opportunity for one or more of the characters to steal away and find
Cernus’s study to locate the Tarn painting and find the secret
panel with the precious blackmail papers inside.
In the meantime, the Lady Reena is
professionally and intimately assessed by the slaver, and put through
a number of very demeaning paces, much to her dismay. This is worth
another break test at a significant modifier against her will power.
It is very likely that his may break her if she hasn’t been broken
already.
Depending on how the scenario is going,
include a few tense moments while the players search for the study –
have them almost spotted from time to time by guards, and have them
make various stealth rolls and perhaps have them duck into side rooms
before they can be seen. Perhaps one of the side rooms has a couple
of slaves chained to floor rings, part of the stock that will soon be
on sale.
If your group of players particularly
like combat, then have an encounter while they’re sneaking through
the darkened area of the house where they are surprised by a
guardsman and the characters have to kill or incapacitate him quickly
before he can raise the alarm. They would then ideally have to find
somewhere to hide the body or risk further detection if someone
stumbles across it.
Once they have the incriminating
papers, it is a simple enough matter to make some excuses and leave,
but not before the slaver offers them a frank and obligation free
assessment of their ‘slave’, the Lady Reena.
“Despite her lack of training, she
has great potential. Easily aroused, quite docile and submissive
after application of three strokes of a slave crop, responds well to
the caress of a whip and shows all the signs of stimulation you might
hope for. A prize catch that could easily be worth a silver Tarsk at
the moment but much, much more in the long term with training. Do you
by chance wish to sell her?”
The Lady Reena is now on her knees,
looking the worse for wear, her face flushed from the assessment. She
is uncharacteristically quiet and has her eyes downcast towards the
man's sandals.
It is unlikely that the group would
choose to sell her, but if they chose to, the House of Cernus would
offer a silver Tarsk. Such is her potential, that they might be
gradually bartered upwards to two silver Tarsks, but some bargaining
rolls combined with suitable role-play conversation would be
required.
Act Eight: Decision Time
The group now have the precious papers
and they will need to decide what they wish to do with them.
They can of course take them back to
the Silver Masks, mission accomplished and if so they will have
proven their loyalty to the cause, their comrade will be released,
and they may even be rewarded, for the materials in the packet are of
great value to the conspiracy. They are free to leave, or they might
remain to work further for the cause (though that casts quite a
different slant on a potential Gor campaign).
Alternatively, they can use these
materials to gain an audience with Kron, the administrator of Tharna
(see page 19 in the Silver Cult module) where they can reveal all
they know about the conspiracy to date and explain how they were
forced to do what they did for their friend's sake. The presence of
the materials in their possession will be a boon to convincing him
that their loyalties are with the city of Tharna and not with the
conspiracy. Follow the notes presented in the Silver Cult module from
that point on, relating to the possibility of Kron supplying them
with a force of warriors with which to attack the nearby estate.
Finally there is the matter of the Lady
Reena who may by this time be ruined as far as Freedom is concerned.
If they return to the conspiracy, it will be evident to the other
Silver Mask women that the Lady Reena has succumbed to natural slave
feelings, and she will be met with derision when this becomes
evident. Elsewhere she would probably be enslaved, but at the villa
she will be seriously demoted to a menial status within the
conspiracy. Effectively her once high status will be ruined and she
will work as little more than a servant. The other women will hate
and despise her for what she has become.
If he characters do not return the
papers to the conspiracy, preferring instead to use the resources and
might of Tharna to free their friend, then the question of Lady
Reena’s fate becomes more open to debate.
Kron will spend some time questioning
her, but afterward he will return the girl to the characters to do
with as they wish. They can keep her as a slave or sell her or
anything else that occurs to them.
If she is broken (as well she might be
by now) she will crawl to the strongest man in the group and beg his
collar, pleading not to be killed or sold. Her days of haughty
freedom it seems are gone.
As Above, or So Below
This assumes the characters choose not
to come clean with the city authorities, and decide instead to return
to the estate with the papers.
Getting out of Tharna after the street
battle is going to be problematical, as assuming the player
characters littered the streets close to the Prancing Sleen with dead
and wounded bodies, the gates to the city are now going to be on lock
down. Every guardsman in the city has been alerted that a highly
efficient band of armed agents are cutting a swathe through the brave
fighting men of Tharna. No one gets out through a city gate without
first having their papers checked. Anyone with foreign papers will be
taken for intense questioning, especially if they haven’t been to
Tharna before.
It should be easy for players to
determine this from the commotion close to any city gate they
approach and it will be apparent that chancing their luck this way is
fraught with danger. It is possible to get out this way, but players
will have to be pretty good at talking their way out of trouble and
sweeping aside any suspicion, or else they’re in for one hell of a
fight. Even if they suddenly cut their way through the guards at a
gate and made a run for it, Tharna's Tarnsmen would be launched into
the air to pursue them across the flat open ground that typically
surrounds a city.
I leave it up to the GM to arrange the
necessary slaughter that might occur if a couple of dozen Tarnsmen
attacked a party fleeing across open ground in loose order.
If the players look like they're going
to do something as rash and ill thought out as that, have the Lady
Reena tell them how dangerous this is.
There are a couple of other options.
As Above:
Player characters who can handle Tarns
might suggest they make their way to a city Tarn Cot and take a city
Tarn (or two) by force and fly out of the city that way. The Tarn
Cots will be guarded by a few armed men, but it should be possible to
take them by surprise. In true Gorean tradition, clever players might
distract them briefly by sending some slaves girls with botas of paga
up to please them. They might even use a stripped and protesting Lady
Reena to get their attention while they then sneak up on the
guardsmen from behind.
Assuming they fly out on the Tarns,
they will enjoy a good head start on any pursuers who might then
saddle up.
Or So Below:
Alternatively, the Lady Reena will be
able to tell them of some long forgotten and abandoned sewer tunnels
that lead to an outlet away from the city walls. There is a rusted
grille at the furthest end that appears to be locked in place but can
actually be lifted up from inside the tunnel. It is hidden by thick
bushes that have been cultivated over its entrance mouth. The access
to the dried up sewer system can be located in a back street that
Reena can guide the players to.
It requires strength rolls from at
least two men simultaneously to lift the iron grate. The characters
will need light sources of some kind (hi-tech energy bulbs would be
ideal, otherwise old fashioned torches). The flickering torches will
show the way out as the flames will flicker towards the tunnel mouth.
Urts in the sewer system are likely to
flee from torch carrying characters, but they won’t be nearly as
scared of energy bulbs. Otherwise they may make a vicious nuisance of
themselves.
It takes maybe ten to fifteen minutes
to thread your way through the tunnels. If Reena is still bare foot,
she will be squealing each time she puts her foot down into anything
squishy. If the characters are worried about making any noise, it may
be necessary to gag her. She will of course protest loudly at this,
unless she is broken, or close to being broken.
The network of sewer tunnels is
unfortunately home to a large Sleen. Just when the rusted grille at
the outlet mouth is sighted, with daylight possibly streaming through
it (depending on the time) the creature will spring out from a side
tunnel and attack. It will snap at a player character (not Reena –
though if she is not gagged, she will start screaming herself hoarse)
and it will be necessary to fight the creature off.
The grille at the other end of the
tunnel hasn’t been lifted in quite some time. Some good strength
dice rolls from a couple of strong men will be required to shift it.
The characters may be aware as they
pass through the tunnels that there are occasionally overhead grilles
in the tunnel ceiling to allow rain water to wash down from the
street above. This also means that sound can travel. If the battle
with the sleen creature lasts longer than 4 combat rounds, roll for
each round after the fifth to determine whether anyone in the street
above hears the commotion and alerts guardsmen that someone may be
trying to exit the city through the sewer system. A roll of '1' on
1D6 means this happens.
Once the characters manage to get
through the exit, provided the noise they made in the sewer tunnels
hasn't alerted guardsmen in the city above, they then have a clear
run to safety.
Slaver House picture created by Necrella who posts as Gorean-Art
What a lovely little scenario. It would be wonderful to find a group to RP in Gor with, and even more wonderful if you were the GM, Emma! :)
ReplyDeleteI can't help but think of the possibilities for this scenario if you have female PCs. Would they have to end up chained next to Lady Reena in the paga tavern? And if one girl getting an assessment was a good distraction, wouldn't more be even better....?
Blackmask
Hi BlackMask,
ReplyDeleteGlad you enjoyed the scenario. I've done a lot of Gor RP online in the past (chat room based as opposed to Second Life, which seems more popular these days), and I've often found it's a great way of developing story lines. I think roleplaying games are a great training ground for a writer, especially if you're the one designing/running the games.
The Gor RPG is very well designed and I had fun writing this module expansion. By all accounts James (the game designer) seeemed to approve of it, which was reassuring. :)
- Emma x